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Designing and developing the 3D-game Splash, released on Steam.

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Splash is a fast-paced, arcade-style shooter featuring bouncy physics, smooth animations, and vibrant colors, with a distinctly retro arcade feel. Its wave mechanics, simplicity, and high-score focus deliver a classic experience where what you see is what you get—again and again.

Having previously developed small games, I wanted to create a more immersive 3D experience. I built Splash during evenings and weekends, learning the intricacies of game development—from design to coding, 3D modeling, animation, and sound design. Every asset, animation, and line of code was crafted by me in Unity, Blender, and C#.

Splash was released on Steam in 2018 and has over 4 000 downloads.

Project

Indie game

My role

Everything

Game design

Game development

3D modelling

Animation

Sound design

UI design

Production

Date

2015 – 2018

Credits

Anfrando Maiola, Music

“Splash really reminds me of the golden age of arcade machines.”

Steam Review

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

I wanted to take on a bigger challenge and create something cool. I decided to develop Splash as a way to complete a large-scale project from start to finish, go through the full game development process, and learn new skills—such as 3D modeling, programming in Unity, and 3D level design.

3D model of game characted
The main character, modeled and animated in Blender
Textured 3D model of game character.
The main level, built in Unity
Textured 3D model of game character.
The main character, rendered in Unity

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

My main focus, beyond learning new tech, was to explore what makes an interactive experience inherently fun. I analyzed how other games create instantly rewarding gameplay and tinkered a lot with details like physics, controls, and animations.

I crafter running, jumping and shooting to be enjoyable on their own. Smooth animations, quick responsiveness, bouncy balloons and catapulted ragdoll enemies are designed to keep players engaged purely for the rewarding gameplay. An upbeat 80s synth soundtrack by Koto, combined with cute sheep sounds and bouncing balloon effects everywhere, create an intense and playful soundscape.

Spacing guidelines in the new design system.
The enemy AI is programmed to chase the player while attempting to evade balloons
Design system foundations. Defined during rebranding process.
All 3D assets were created using Blender
Design system foundations. Defined during rebranding process.
Bouncy physics and responsive controls make the gameplay enjoyable
Button component in Figma
Kids playing an early version of Splash at an exhibition

I studied classic arcade games to understand how enjoyable gameplay can emerge from small, intricate details. I focused heavily on making the physics, controls, and animations feel inherently rewarding.

Button component in Figma
Ragdoll physics dynamically fling bodies away, responding to the balloon’s impact on the sheep
Button component in Figma
The sheep can perform a double-jump for an extra boost

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

Developing an indie game from start to finish is challenging, and I was determined to see the project through. I designed the game to allow flexibility in scope, enabling me to adapt it to my evolving interests throughout the process.

In the first year, I focused on learning the necessary development tools and processes, following a structured approach that included game design documents, requirements, and concept art. As I grew more comfortable with the project, I shifted to a more fluid approach, rapidly prototyping and improvising. In the final phase, I used a sprint-based workflow, setting rigid deadlines and maintaining a minimum viable product mindset to stay focused on successfully launching the game.

Textured 3D model of game character.
A sheep relaxing beside the river

Splash was released on Steam in May 2018 and is available for both Windows and Mac. With over 4,000 downloads, the game has received 94% positive reviews.

Check out Splash on Steam

The new product page design on mobile. Cleaner UI and sticky buy-button.
The main menu
Product page on desktop. Redesigned both visually and functionally.
The UI displayed when the game is paused
Product page on desktop. Redesigned both visually and functionally.
The player can adjust the camera angle
Product page on desktop. Redesigned both visually and functionally.
Splash features a high-score leaderboard

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